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Messages - Anarkhya
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71
Pixel Art / Re: [WIP] Robots TD Game
« on: June 11, 2010, 11:39:15 pm »

I can't say much about the dodon inspired tower mainly because I cant define what it is, looking at it, I dont know if its a topdown view doomlikish bust with thrusters or a spaceship strangely designed. Really disappointing.

As for the cartoon tower I may be overimaginating this but It reminds me a double toaster with feets (???) I also cant "read" the lightsource on this one.

Sorry but It's really confusing...

72
Pixel Art / Re: Tank Game Tileset - Critique Encouraged
« on: June 11, 2010, 11:18:20 pm »
Nice! These pine trees are getting better, but IMO their new shape make you loose the topdown view effect, actually I cant define if these trees are lying down the snow or not.

Also, regarding your rock tile, I've spotted a loop that could be unpleasant.

73
Pixel Art / Re: First Attempt at an Rpg sprite
« on: June 11, 2010, 09:56:45 am »

Anyway, on with the edit:



really nice edit but you'll make him loosing the topview...

74
Pixel Art / Re: [WIP] Another Landscape... [C+C]
« on: June 11, 2010, 06:37:44 am »
The leaves are still just a silhouetted blob, which is what clouds are. To really put it back into the foreground, I'd try to add some holes on the canopy, and some rampant leaves sticking out here and there.

Besides, as demonstrated in the edit posted by Kcilc, silhouette leaves may be illuminated by the sunshine casting a light on the right edge, in order to emphasize the not-a-2d-blob feeling.

75
Pixel Art / Re: [WIP] Another Landscape... [C+C]
« on: June 10, 2010, 04:04:08 pm »
Quote
I think the tree's leaves read as clouds now

I agree. as clouds and leaves share the same hue. Also the leaves touches the top of the scene, thus its difficult to understand what is the thing on top of the tree. adding 10 pix vertical in your canvas could help.

76
General Discussion / Re: Guess the Movie pixel blog
« on: June 10, 2010, 01:28:57 am »
Quote
I'm definitely new to this (just started getting into this type of drawing within the past month or two

Ok. I dont know what led you to jump in pixel art but maybe you need strong readings (and believe me this board is THE good place for that) to educate your eyes and senses to this new world. To feel where pixel art came from and understand how it has developed over the years.

Here is an example of reading suggestion (not that easy to digest...):
Palette/Size/Tile Restictions on Contemporary Pixel Art
about retro art and pixel art, also the entire topic is of high interest

Also I got some questions for you: Are you familiar with these concepts: AntiAliasing, shading, dithering? Meaning, have you seen examples of what is a good AA and whats not? How shading influences the quality and fidelity of a figurative drawing? How dithering can magnify or ruin a texture?

I wont force you to inject yourself Pixel history but I definitely recommand lurking here to gather infos.


77
Pixel Art / Re: Midas
« on: June 10, 2010, 12:23:36 am »
- Making the neck more noticeable, and showing the traps more
 (When you say bust do you mean the shoulder + head or his chest/abs?)

Judging from the outlines, I sense a neck now. Sorry for the bust confusion, I meant pectoral + abdominal. anyway. I cant see an exagerated triangle anymore. Ok with me.

- Made the arms more muscular, and more anatomically correct (I hope).
- Made the forearms bigger and the wrists smaller.

I still have a problem with your forearms, too rectilinear. really need curves (by outline or by shading...)
This reference (crappy gif rendering but hey ;)) could help: Messie de dune - cover art and also cleaner version but cropped

Quote
-I've tried to make the ankle more prominant (i'll change it a bit more) and a bit of the calf, though from the position of his leg/foot i don't think you'd see a lot of the calf. (correct me if i'm wrong please)

Talking about the right leg, your thigh is not fat enough to match the calf, besides, the man is seated so the thig as a muscle should react accordingly. For the left leg, this is a matter of correct shading and I cant help more at this point, as I am not skilled to reproduce exact human anatomy.

Anyway, AFAICS, your second drawing feels more correct than the first. So hang on!


78
Pixel Art / Re: Tank Game Tileset - Critique Encouraged
« on: June 09, 2010, 01:01:36 pm »
It's a little harder to tell that it's a looping texture.
Also, I'd try adding frost on buildings, etc.

I second this. You managed to break the loop, except for the dirty snow ground which using too repetitive shapes.
Also, IMO, trees need redesign, they're a bit off, leaves too fat probably.
These are strong pine trees you may learn of: Gypsy Forest (RPG tiles)

79
Pixel Art / Re: Dario and Army
« on: June 08, 2010, 09:04:58 pm »
Spotted:

Extreme banding here! Maybe you could learn from this thread Banding Primer

Refine your palette, superfluous colors diminishes possibilities to edit your work,
here is a before/after using a tool to reduce color count:


80
Pixel Art / Re: Tank Game Tileset - Critique Encouraged
« on: June 08, 2010, 08:41:24 pm »
From my gaming experience, ingame snow is often related to blue, so I suggest to bluish your grey a little:



3rd image: I also found the high contrast of the cliffs unpleasant, large areas of plain #fff are a problem in itself, a kind of half visible pattern could change that, or something like snow dunes (!)

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